#version 330
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 uv;

uniform mat4 orthoMatrix;
uniform vec4 offset;
uniform int obscuror;

out VertexData{
    vec2 uv;
} vertexOut;

void main()
{
    /// @TODO fix it so that ortho matrix does the tranlsation too
    gl_Position = orthoMatrix*(position+offset) - vec4(1.0, 1.0, 0, 0);
    vertexOut.uv = uv;
}
